Ah, okay. They say when you get older, you lose three things. Your memory, and I forget the other two.
erehwoN said:Ah, okay. They say when you get older, you lose three things. Your memory, and I forget the other two.
fist_mlrs said:i noticed the way to the extractionpoint was a bit short when destroing the antenna, so i did what i have to do, i made the map bigger. say hello to the new southern city part which will lead to the extractionarea. the only access to this part of the city is located in the southwest, giving the atackers an other rweason not to lose controll over their spawnpoints in this area
considering i wanted to do a simple king of the hill style mission first its quite far from beeing finished though
fist_mlrs said:i try not to think about the bsp until i consider the map finished so far. you just can't prevent it, there will allways be errors. the strange thing is that the way i constructed this map seems to be much easier on the engine then my other maps as there are no big surfaces with lots of cuts. every part of the street, every building is made of a new brush wich results in a more natural layout and a minimum of cuts. when i look at my other maps like baghdad or venture the primary problem causing bsp were large surfaces and / or not that large multiple planar faces being cut by other brushes. of curse i get bsp errors in this map as well, but there is only one region creating an death zone from time to time and very few homs while in other maps sometimes half of the map disapered or was filled with invisible walls. that were maps i realy paid a lot of atention on to get clean brushwork (even if dekker will tell you different stuff ) while in kasbah i didn't care at all what happens in areas the player doesn't see. building not clean at all seems to work better for me then the usuall carefull brushwork did
ZIRB said:Please excuse this will be a bit Off-topic but I just have to say what a monstrous super nice quality on the screenshots!